My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Great!
F2P score
Good

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bomber Bats Royal Giant Little Prince

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Royal Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Spirit

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Bomber Bats Royal Giant
Giant Snowball
Skeletons Bomber Bats Little Prince
Zap
Skeletons Bomber Bats Royal Giant Little Prince
Barbarian Barrel
Skeletons Electro Spirit Bomber Little Prince
The Log
Skeletons Electro Spirit Bomber Royal Giant Little Prince
Earthquake
Skeletons Bomber
Arrows
Skeletons Electro Spirit Bomber Bats Little Prince
Royal Delivery
Skeletons Electro Spirit Bomber Bats Little Prince
Fireball
Bomber Little Prince
Poison
Bomber Bats Little Prince
Lightning
Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Tornado

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Electro Spirit Bats Rage Tornado

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Electro Spirit Bomber Bats Rage Tornado Little Prince Royal Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

6 Skeletons Electro Spirit Bomber Bats

Attack Synergies 2 4

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Electro Spirit
Royal Giant
Bomber
Royal Giant Bats
Bats
Royal Giant Bomber Rage
Royal Giant
Bomber Bats Electro Spirit Tornado
Rage
Bats
Tornado
Royal Giant
Little Prince

Defense Synergies 0 9

Skeletons
Electro Spirit Bomber Bats Tornado Little Prince
Electro Spirit
Skeletons Little Prince
Bomber
Skeletons Bats Tornado
Bats
Skeletons Bomber
Royal Giant
Rage
Tornado
Skeletons Bomber Little Prince
Little Prince
Skeletons Electro Spirit Tornado

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Bomber
Skeletons Bats
Tornado Skeletons Bomber Bats
Skeletons Bats
Bomber Tornado
Tornado Skeletons Electro Spirit Bomber Bats
Bats Tornado Electro Spirit Little Prince
Electro Spirit
Skeletons Tornado
Tornado Skeletons Bomber Little Prince
Bats Skeletons Electro Spirit Bomber Tornado
Bats Tornado
Skeletons Bomber Bats
Bomber Electro Spirit Bats Tornado
Tornado
Skeletons Bomber Bats Tornado
Electro Spirit Bomber Bats Tornado Little Prince
Tornado Electro Spirit Bomber Bats Little Prince
Tornado
Bomber Electro Spirit Bats Little Prince

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons
Bomber
Skeletons Bats
Bats Tornado
Skeletons
Skeletons Electro Spirit Bats Tornado
Skeletons Bats
Skeletons Electro Spirit Bats Tornado
Skeletons
Bats
Tornado
Skeletons
Bomber
Skeletons Electro Spirit Bomber Bats Tornado Little Prince
Bats Electro Spirit Bomber
Electro Spirit Bomber

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Tornado
Bomber
Electro Spirit Bats Tornado
Bomber Tornado
Tornado
Tornado
Bats Tornado
Tornado
Tornado
Bomber
Tornado
Bomber Bats
Bomber
Bomber Tornado Little Prince
Tornado
Tornado
Tornado Electro Spirit Bomber Little Prince
Tornado
Tornado
Tornado
Bats Tornado Little Prince
Electro Spirit Bats
Bomber
Electro Spirit
Electro Spirit Bats
Tornado
Bomber
Tornado
Electro Spirit Bats Tornado
Bats Tornado
Tornado Little Prince

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